/*
 * FreeGLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in FreeGLUT.
 *
 * Spinning wireframe and smooth shaded shapes are
 * displayed until the ESC or q key is pressed.  The
 * number of geometry stacks and slices can be adjusted
 * using the + and - keys.
 */

#include <GL/gl.h>
#include <stdlib.h>
#include "glut.h"
#include "WiimoteManager.h"

int slices = 16;
int stacks = 16;

double rotacionEsferaZ = 0.0;
double rotacionEsferaY = 0.0;
double rotacionEsferaX = 0.0;

/* GLUT callback Handlers */

static void
resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

static void
display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    //const double a = t*90.0;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);

    glPushMatrix();
        glTranslated(0.0,0.0,-6);
        //glRotated(60,1,0,0);
        glRotated(rotacionEsferaZ,0,0,1);
        glRotated(rotacionEsferaY,0,1,0);
        glRotated(rotacionEsferaX,1,0,0);
        glutWireSphere(1,slices,stacks);
        glutWireCube(2);
    glPopMatrix();

    glutSwapBuffers();
}


static void
key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;

        case '+':
            printf("Se presiona la tecla +\n");
            slices++;
            stacks++;
            break;

        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }

    glutPostRedisplay();
}

static void
idle(void)
{
    glutPostRedisplay();
}


static int wmGlutButtonFunc(int wmButton, int wmID){
    printf("Button Pressed: %d, from wm number: %d \n", wmButton, wmID);

    if(wmButton == WIIMOTE_BUTTON_PLUS) slices++;
    if(wmButton == WIIMOTE_BUTTON_MINUS) slices--;
}

static int wmGlutAccelerometerFunc(float roll,
                                    float pitch	/* pitch angle*/,
                                    float yaw /*yaw angle*/,
                                    int wmID /*Wiimmote ID*/){
    printf("Acceleration Changed: %f, from wm number: %d \n", roll, wmID);
}
static int wmGlutIRFunc( int x /* X virtual screen coordinate*/,
                                    int y /* Y virtual screen coordinate*/,
                                    int point /* Point number localized*/,
                                    int wmID /*Wiimmote ID*/){
    printf("Point Trackedd(%d): %d,%d  from wm number: %d \n",point, x, y, wmID);
}

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

/* Program entry point */

int main(int argc, char * argv[])
{
    glutInit(&argc, argv);

    //glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("FreeGLUT Shapes");

    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    //TODO escribi8r una rutina de ejemplo para usar los 3 sensores principales con soporte para varios wiimotes
    //void glutKeyboardFunc (void (*func)(unsigned char key, int x, int y))
    enableWMSupport();
    wmButtonFunc(wmGlutButtonFunc);
    wmAccelerometerFunc(wmGlutAccelerometerFunc);
    wmIRFunc(wmGlutIRFunc);
    initWiiListening();

    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);

    glutMainLoop();

    //Finish the wiimote connections
    wmCleanup();

    return EXIT_SUCCESS;
}

